When said Paladin can have physical resists above 50%, damage approaching 100 a hit, and mana well over 25, there was a bit of a problem. The Paladin you're thinking of got nerfed for very good reasons.

but maybe a whole dungeon would be X ammount of health, and each brick would a peice of that.

This doesn't change the problem, it just inverts it. Dungeons with fewer walls would provide more health for each wall destroyed, but it still costs the same amount of mana to do this.

One last thing, could you explain why he has Lemmisa?

LEMMISI is least expensive fully-repeatable glyph in the game, and the Transmuter builds up CP every time he casts a spell. It works quite well for him.

Don't under-estimate new LEMMISI. It now intelligently reveals things like altars, shops, monsters, and power-ups first. This means that even using it once or twice can give you a good indication of which direction you want to explore. I'd agree it's not the best glyph out there, but it's not a terrible one.

You got to admit that it is a bit of a hard drop. Also, I don't mind the mana nerf, but now pretty much every religion completely stops you from that.

And the thing about Lemmisi is that it is to easy to overdo it. Yes you can build of CP for it, but 3 tiles per cast, 3 CP per use. And like I said, I might use it once or twice if I find it, but I like to quickly convert to avoid overexploring.

Last edited by Leotamer on Fri Jul 27, 2012 3:37 pm, edited 1 time in total.

Leotamer wrote:You got to admit that it is a bit of a hard drop. From going to Berskerer level of crazy down to

And the thing about Lemmisi is that it is to easy to overdo it. Yes you can build of CP for it, but 3 tiles per cast, 3 CP per use. And like I said, I might use it once or twice if I find it, but I like to quickly convert to avoid overexploring.

You really just want to cast it a few times to find a good altar or glyph and then go from there.

But that's not really a bad thing. You can't have every glyph be useful the entire game or you end up with serious inventory problems.

You got to admit that it is a bit of a hard drop. From going to Berskerer level of crazy down to

Most of the strongest combos from the alpha have been weakened (including the Berserker, as it happens). Look at the poor Monk; he lost his 50% magic resist and his attack penalty is harsher. Or how about the Rogue; CYDSTEPP is no longer repeatable in combat, so he's lost his best combo. Thief has been slapped silly with the nerf stick, and bloodmage has lost his 100% mana potions.

Overall the Paladin is about even with his alpha incarnation, and is similar to the Warlord or Wizard in that respect. The only classes that have seen unambiguous and substantial improvement are the Fighter and Crusader, which were pretty much universally regarded as the weakest classes in the alpha.

Well, I guess I just got to say good bye to my Immortal Elven Paladin. But I guess when start playing lots of the warrior tree, and rogue tree in beta, and alpha paladin. I will try to play some more Paladin.

Also, just food for thought, about the old transmuter, am not sure how possible this would be( I don't code), but maybe a whole dungeon would be X ammount of health, and each brick would a peice of that. One last thing, could you explain why he has Lemmisa? I normally convert on sight if I see it or use it once or twice and then convert it when I find it normal.

EDIT- Really, try Elven Paladin in aphla, while not immortal, if you get going, you can crush almost anything. But, I wouldn't say it would be any worst then the warlord or berserker.

As one of the bigger Paladin users on the forum, I've taken Dwarf Golden Guardian Paladins (since you get % healing from Fire Heart, Protection *and* Health Potions as well as massive health through absolution and racial bonuses) through two of the vicious dungeons very happily. I think that approach can probably also rumble any hard.

I think the interesting Paladin strategies at the moment are almost all going to come from working around the ignore punishment power. As a GG user you get to keep your health potions, as an EM one you can do sweeps of plants once you exhaust your piety. Etc etc

As one of the bigger Paladin users on the forum, I've taken Dwarf Golden Guardian Paladins (since you get % healing from Fire Heart, Protection *and* Health Potions as well as massive health through absolution and racial bonuses) through two of the vicious dungeons very happily. I think that approach can probably also rumble any hard.

I think the interesting Paladin strategies at the moment are almost all going to come from working around the ignore punishment power. As a GG user you get to keep your health potions, as an EM one you can do sweeps of plants once you exhaust your piety.

As a Dracul follower you can cast holy magic to your heart's delight. As a Tikki Tooki follower you can tumble and rumble with monsters as much as you like.

While it's true that some of the strongest alpha strats were nerfed, the new features, concepts and nuancing has made the avareage strat really powerfull. There is nothing really "broken" right now, although certain dungeons can let you assembe a collection of boons and items which make you superman, but those circumstances are a bit rare and apparently not easy to spot.

And TT paladins used to be a touch monstrous when you couldn't lose piety. They are still probably really, really strong, as long as you can "play by the rules" untill you score poison. Tiki's Edge and Dodging are also nice and not unattainable, and the first strike Glyph is surprisingly good ATM. Also, you can dump gold into tribute if you decide you need any of the cheaper boons in a pinch.

And back to the Transmuter, I been trying out Elven Transmuter (I really like Elfs if you couldn't tell), is their any chance to buff his CP trait, I was thinking by 2-3 points. With Soul sword as his focus he is abit more limited to Human and Orc. But, because are race needs spells and CP, it would a neat. ( An elven and gnomes would be limited by the fact every full CP they lose mana)

Sorry for the double post, but here is some suggestion that don't really warrent their on thread. Is their any chance that we can save are username/ vomune settings. It would just be some nice things for conveintance. As the game is designed for you to drop in and out.